Might and Magic II: Gates to Another World (also known as Might and Magic Book Two: Gates to Another World) is a role-playing video game. It is the sequel to the game Might and Magic: The Secret of the Inner Sanctum.
After the events of Might and Magic 1, the adventurers who helped Corak defeat Sheltem on VARN take the "Gates to Another World" located in VARN to the land of CRON (Central Research Observational Nacelle). The land of CRON is facing many problems brought on by the encroachment of Sheltem and the adventurers must travel through CRON, the four elemental planes and even through time to help Corak stop Sheltem from flinging CRON into its sun.
While in many ways Might and Magic 2 is an updated version of the original, the improved graphics help greatly with navigation, and the interface added several functions that facilitated gameplay, such as a "delay" selector which allowed for faster or slower response times, and a spinning cursor when input was required - all features lacking in Might and Magic 1. Gameplay
As with Might and Magic 1, the player used up to six player-generated characters at a time, and a total of twenty-six characters could be created, who thereafter stayed at the various inns across CRON. To continue game continuity it was possible to "import" the characters developed from the first game. Additionally, Might and Magic 2 became the first game in the series to utilize "hirelings", predefined characters which could extend the party to eight active characters. Hirelings were controlled like regular characters but required payment each day; pay increased with level.
Other new features include two new character classes, an increased number of spells, the introduction of class "upgrade" quests and more than twice the number of mini-quests. Also added was "secondary skills" such as mountaineering (necessary for travelling mountainous regions) and linguist (raising the character's intelligence, and necessary for reading certain messages). Each character could have up to two secondary skills. The game introduced an automap feature to the series, activated by training a character in the cartographer skill.
Perhaps the most peculiar development in this game was the numeric scope. Character levels could reach 255 ((28)-1), at which point they could train without limit, provided they had enough gold. Hit points could be extended as high as 65535 ((216)-1) and magic points up to 9999. To nearly any item, a "+" bonus could be added via an enchantment. This "+" bonus increased the weapon's damage or attribute bonus, as in Dungeons & Dragons, but unlike D&D the ceiling on "+" bonuses was 63.
Might and Magic 2 pitted the player's party against any one of 255 monsters varying from 5 hit points to 64000. Battles could consist of up to 255 opponents.
The game was reviewed in 1989 in Dragon #146 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4 out of 5 stars. The Lessers reviewed the Sega Genesis version of the game in Dragon #175, giving that version of the game 5 out of 5 stars.
Computer Gaming World gave the game a mixed review, noting several bugs in the 1.0 version. The review also lamented the simple plotline, saying, "Might & Magic II seems to have swerved off the path in the boring "monster mash/Monty Haul" direction, where ever-more-powerful characters with ever-more-powerful weapons fight ever-more-powerful monsters until it all escalates into the realm of the ludicrous." Van Caneghem later got revenge on the reviewer, Scorpia, by naming a monster after her in the sequel. In 1991 the magazine also reviewed the Sega Genesis version, stating that while easy to play and with excellent graphics, the overemphasis on combat made the game "workmanlike" and "airless".